actor Blockman : ClassBase
{
Player.ScoreIcon "C_11A0X"
player.displayname "Blockman"
player.soundclass "Blockmanc"
player.startitem "BlockGolemBoss"
player.startitem "BrickInTheWallAmmo", 84
player.startitem "NoEducationFlag", 1
+NOSKIN

player.startitem "HyperBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "MagnetMissileWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "YamatoSpearWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "CommandoBombWeakness", 1
player.startitem "PhotonMissileWeakness", 1
player.startitem "BalladeCrackerWeakness", 1

player.maxhealth 50
health 50
player.jumpz 15
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98

//player.startitem "ThunderBeamWeakness2", 1
States
{
Spawn:
BKMN A 0
BKMN A 0 A_JumpIfInventory("BlockShield",1,3)
BKMN B 1
BKMN A -1 A_JumpIfInventory("BlockShield",1,1)
BKGL B 1
BKGL A 1
wait

See:
BKMN B 0 A_JumpIfInventory("BlockShield",1,"SeeX")
See2:
BKMN BBBB 1 A_JumpIfInventory("BlockShield",1,"SeeX2")
See2:
BKMN CCCC 1 A_JumpIfInventory("BlockShield",1,"SeeX3")
See3:
BKMN DDDD 1 A_JumpIfInventory("BlockShield",1,"SeeX4")
See4:
BKMN EEEE 1 A_JumpIfInventory("BlockShield",1,"SeeX")
Goto Spawn

SeeX:
BKGL BBBBBBBBB 1 
SeeX2:
TNT1 A 0 A_GiveInventory("BlockG_Walk_P")
BKGL CCCCCCCCC 1 
SeeX3:
BKGL DDDDDDDDD 1 
SeeX4:
TNT1 A 0 A_GiveInventory("BlockG_Walk_P")
BKGL EEEEEEEEE 1 
Goto Spawn+4

Missile:
BKMN FFFFFFFFGGGGGGGG 1 A_JumpIfInventory("BlockShield",1,"Missile2")
goto Spawn
Missile2:
BKGL FFFFGGGGGGG 2
goto Spawn+4

CustomState1://spawn as golem dammit
BKGL A 0
Goto Spawn+4

ClassPain:
// [BG] We dont need this ACS call here
BKMN H 0 //ACS_NamedExecuteAlways("C_BlockSHIELD",0,0,999)//Remove # 'BlockShieldCooldown' and update
BKMN H 0 A_JumpIfInventory("BlockShield",1,"ClassPain2")//shield based on damage taken
BKMN H 0
goto PainContinue
ClassPain2:
BKGL H 0
goto PainContinue

ClassDeath:
BKMN H 0
goto DeathContinue

CustomState2:
BKMN IJ 5 A_JumpIf(z-floorz==0, "Spawn")
loop
CustomState3:
BKMN K 15
Goto Spawn
CustomState4:
BKGL FG 15
goto Spawn+4

Pain.WilyIce:
BKMN H 0 //ACS_NamedExecuteAlways("C_BlockSHIELD",0,0,999)
goto Super::Pain.WilyIce
Pain.LightRyu_Stop:
BKMN H 0 //ACS_NamedExecuteAlways("C_BlockSHIELD",0,0,999)
goto Super::Pain.LightRyu_Stop

Pain.Drowning:Pain.Slime:Pain.Fire:Pain.Falling:Pain.Ice:
Pain.Spiney:
Pain.Crush:Pain.Beam:Pain.PressBall:Pain.BurnWave:
"----" H 0 
Goto Pain+1
}
}

actor BlockG_Walk_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(z-floorz==0,1)
stop
TNT1 A 0 A_PlaySoundEx("weapon/GolemWalkSND", "SoundSlot5")
stop
}
}
